| Cindy Gabriela Flores on 27 Mar 2001 08:40:55 -0000 |
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| [nettime-lat] Men Are From Quake, Women Are From Ultima |
Interesante... besos =.)
Cindy Gabriela Flores
Coordinadora Editorial
El Sitio México
www.elsitio.com
Tel. 5257-6904 (10 líneas) ext. 291
----- Original Message -----
From: "Tamiko Thiel" <tamiko@alum.mit.edu>
To: <faces-l@egroups.de>
Sent: Thursday, January 11, 2001 6:32 AM
Subject: [faces] Men Are From Quake, Women Are From Ultima
new york times
http://www.nytimes.com/2001/01/11/technology/11ROLE.html?pagewanted=all
January 11, 2001
Men Are From Quake, Women Are From
Ultima
By EMILY LABER
EVERY month or so Heather
Crouch's husband, Si, used
to bring home a new computer
game, and she considered it one of
her "wifely duties" to watch as he
set it up and started killing
monsters. After 15 minutes or so,
she would walk away. But one
day Si Crouch brought home a
game called Ultima Online, and
from the first moment Heather saw
it, she was hooked.
That was three years ago. Since
then, a new genre of multiplayer
Internet game has been born, one
that is drawing female players in
surprising numbers to a pastime
that had been dominated by men.
The games are set in medieval
towns with a knights-in- armor
flavor, but characters are not
limited to fighting, as in more
traditional computer games. They
can also chat, buy and sell items
like food and weapons, run
businesses or make friends and go
exploring.
"What women are finding so
interesting about these games is
that they provide a sense of
community and social structure
that you don't see in other games,"
said Patricia Pizer, a lead designer
at Turbine Entertainment Software,
which developed and regularly
updates the Microsoft game
Asheron's Call.
In real life Heather Crouch is a
30-year- old stay-at-home mother
of two in Austin, Tex. In Ultima
Online, she is the leader of a merchants' association in which
about 100
other players participate. "I've never been into hack and
slash," she said.
"It's the relationships that've kept me in."
Officials at the companies that make the three most popular
games -
Ultima Online, from Origin Systems; Asheron's Call; and
EverQuest,
from Sony - said they did not design the games with women in
mind
and have been surprised at the response. The game companies do
not
officially monitor sex ratios, and since male players can create
female
characters and vice versa, there is no accurate way to judge how
many
women and girls are playing. But based on the number of women
who
participate at fan sites, volunteer to become official guides
within the
games and attend real-life player gatherings, officials at the
three game
companies informally estimate that at least 20 to 30 percent of
players
are women.
A survey conducted last month by PC Data Online showed that
slightly
more women than men play online games and that women tend to
prefer
less violent games like gambling, card games and puzzles. Sean
Wargo, a
senior analyst at PC Data, said that 20 percent of the players
of
shoot-'em-up games are women, while 23 percent of the players of
role-playing games are women. But Mr. Wargo said that the survey
categories were broad and that he believed that the number of
women
playing the subset of role-playing games that includes Ultima
Online,
EverQuest and Asheron's Call may be larger.
Among the signs is a blossoming of women's fan sites. And in
response
to requests from female players, Asheron's Call endowed its
characters
with two new abilities: curtsying and wearing dresses, according
to Dave
Namerow, the online community manager at Turbine Entertainment.
Female players enjoy hunting and fighting in the games, though
many say
they tire of those activities faster than men do. "There's only
so many
times you can kill the beast," remarked Kim Gonzalez, 30, an
Asheron's
Call player from Rancho Santa Margarita, Calif.
Although the games are booming, with more than 600,000 people
worldwide paying $10 a month to play, their appeal to women may
be
the most important aspect of their success. Computer gaming is a
$7
billion annual business, but industry leaders have been keenly
aware that
half their potential market - women and girls - has been only
partially
tapped. "The gateway for getting women into gaming is going to
be
through these role-playing games," said Gordon Wrinn of Sony
Online
Entertainment, which produces EverQuest.
The games are alternate realities, available 24 hours a day, and
the
average player is logging on for at least 20 hours a week.
Players each
create a screen character, choosing its sex and profession and
giving it a
name, and they experience the game through those alter egos,
which they
control from their keyboards. Their characters can communicate
with one
another through typed messages.
While the characters in traditional computer games tend to be
fighters,
here players choose from a variety of professions - tailor,
chef,
blacksmith, carpenter - and then devote hours to building their
skills
and strengths. Characters can steal from and even kill one
another, but
they can also be law-abiding artisans or shop owners.
The rulebooks are sketchy, so experienced players often act as
mentors
to newcomers. "You're not competing necessarily against other
people,"
said Carly Staehlin of Origin Systems. "You're all engaged in an
experience together."
That sense of community can extend beyond the game into real
life (in
gamer lingo, RL). Romances and friendships born in the game
sometimes
cross over to the real world, and the formation of other
meaningful
relationships is common. Nancy Boone, 51, an EverQuest player
from
Corsicana, Tex., said she knew a lonely 13-year-old Canadian
girl in the
game who received long-distance help with her homework from
adult
players. And when an experienced EverQuest player recently died,
a
memorial service held within the game was "attended" by hundreds
of
people. "It takes your breath away," said Sharon Morris, 31, an
EverQuest player from Bedford, England. "It really is a real
community."
Women and men both hold leadership roles in the games, heading
local
governments, military alliances and other groups. What most
distinguishes
women players, game developers say, is that they use their
imaginations
to push the limits of the games, pioneering ingenious new kinds
of player
contacts. "There have been emergent behaviors from women that
are
really kind of fascinating," said Ms. Pizer, at Turbine. "Women
are seeing
openings for social interactions that the game designers didn't
necessarily
plan on."
Some characters played by women band together as informal
"fashion
police," taunting characters who are badly dressed. Other women
team
up to help new players by handing out gold pieces, weapons and
advice.
Women have also started innovative businesses. Laurence Valette,
35, of
Versailles, France, operates an interior design firm within
Ultima Online.
Like any real-life decorator, Ms. Valette's character tries to
accommodate her clients' wishes, however odd they may be. When
an
evil character told her he wanted his tower to be "frightening,
though not
vulgar," she adopted a black-and-red palette and made judicious
use of
skulls as decorative elements.
Another female player founded a theater company in Ultima Online
that
has staged several full-length performances, including "A
Christmas
Carol" and "The Wizard of Oz," that are acted out by players'
screen
aliases. To move the performances along briskly, players don't
type their
lines in real time but rather paste them in advance into text
boxes.
Costumes and props are improvised from the limited items
available in
the game; Scrooge's tombstone, for example, was a stack of
ingots. The
plays have been successful, with up to 50 players logging on to
watch.
"It's virtual, but at the same time it's the real thing," said
the director,
Jeanni Hall, 32, of Odenton, Md. "The energy I commit to this is
equal or
more than I would commit to a real play."
Douglas Rushkoff, the author of several books on Internet
culture, said
that because women tend to be excluded from positions of power
in real
life, they are drawn to cybercommunities where they can make an
impact. "These are games where women can be included and can
sense
that the world itself is conforming to their vision of it," he
said.
It's a two-way equation. Not only do women alter the games; the
experience of playing can change women's lives. Erinn Duce, 20,
of
Sacramento, Calif., works for a small nonprofit agency that
helps
disabled homeless people, but in EverQuest she plays the
notorious
Mistress Ezra, who is prone to looting and killing. Ms. Duce
said she is
shy by nature but that the freedom she feels in the game has
changed her.
"I've become more vocal, more outgoing," she said. "There's less
stress in
my life."
For Val Massey, the transformation was even more pronounced. Not
long ago, Ms. Massey, who is 36 and lives in Austin, Tex., was
in an
abusive marriage and had no job, few skills and an ailing
grandmother to
care for. But, in Ultima Online, Ms. Massey played a successful
businesswoman, a character she named Martha Stewart, who got
rich
selling box dinners and catering parties. Other players knew her
by
reputation and respected her. "It gave me a sense of
self-worth," she
said, "and the confidence to try to better my situation." Ms.
Massey
befriended a male player, first in the game, then in real life,
and ultimately
left her husband to marry him.
Experiences like those come as no surprise to Mark Pesce,
creator of
the Virtual Reality Modeling Language, or VRML, and author of
"The
Playful World." "We call them games," he said, "but it's
actually a
rehearsal for reality."
--
FACES - women in new media
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